Talents may be purchased as an Advance. Talents are divided into tiers, which determines how expensive they are.
Note that many Talents possess Prerequisites; these must be met before the Talent can be purchased.

Skill Talents

Select one skill in which you have either the Talented talent for, or a +20 training in. Once per round, you may reroll tests made with that skill and take the preferred result.

Tier Three

Jack of All Trades

-

Skill Level 4 in 5 skills across 3 Characteristics

General

General

You may take untrained Basic Skill tests at a -10 penalty instead of -20.

Skill Exemplar

Chosen Skill

Skill Level is 4

Skill's Aptitude

Skill's Aptitude

Every time you select this talent, select a different appropriate skill. You may now spend fate to automatically succeed in any tests that use this skill, gaining a number of degrees of success equal to your Characteristic Bonus.

General Combat Talents

You may use the Ready action on Basic, Pistol and one-handed weapons (or objects of smaller or equivalent size) as a Free Action.

Tier Two

Ambidextrous

-

Agility 30

Weapon Skill

Ballistic Skill

You take no penalties for using your off-hand, and reduce the penalty for making Dual Wielding attacks by 10. Furthermore, you ignore the penalty to making a Dual Wielding attack if both weapons are either a Pistol or a melee weapon with the Handling (Balanced or higher) Quality.

Melee Talents

Whenever you benefit from the Ganging Up modifier, you increase the total bonus by +10.

Street Fighting

-

Melee Training

Weapon Skill

Offense

Whenever you deal Critical Damage with a Compact Melee or Unarmed attack, you add your WSB/2 to the total amount of Critical Damage dealt.

Swift Attack

-

Melee Training

Weapon Skill

Offense

You may perform the Swift Attack action.

Furious Charge

-

Melee Training

Weapon Skill

Strength

You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent).

Takedown

-

Melee Training

Weapon Skill

Strength

This talent permits use of the Takedown Action.

Unarmed Warrior

-

Melee Training

Weapon Skill

Strength

Your Unarmed Attack is now 1d10+SB-2 and no longer count as Unarmed. Your Improvised weapons count as 1d10+2 and do not count as Primitive.

Grappler

-

Melee Training

Strength

Offense

You gain a +10 to Grappling tests, and can use Strength in place of WS or Agility when needed during Grapples.

Tier Two

Battlemaster

-

Melee Training, WS 50

Weapon Skill

Offense

Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.

Combat Master

-

Street Fighting

Weapon Skill

Offense

So long as you are not helpless or immobilised, you deny enemies the Ganging Up bonus against you. Furthermore, you reduce the Melee attack called shot penalty by 20.

Crippling Strike

-

Furious Charge

Weapon Skill

Offense

Deal +2 Critical Damage with Melee Weapons.

Duelist

-

Disarm

Weapon Skill

Offense

This talent permits use of the Counter-Attack Action. Furthermore, you may use the Parry skill in place of raw WS when using the Disarm action.

Lightning Attack

-

Swift Attack

Weapon Skill

Offense

This talent permits use of the Lightning Attack Action.

Assassin Step

-

Melee Training, Agility 40

Weapon Skill

Finesse

Once per turn after making a melee attack, you may, make an Acrobatics test. On a success, you may make a free Disengage action.

Unarmed Master

-

Melee Training

Weapon Skill

Strength

Your Unarmed Attack is now 1d10+SB, Pen 2, and no longer count as Primitive.

Tier Three

Blade Dancer

-

Melee Training, WS 50

Weapon Skill

Offense

When armed with two melee weapons (or melee/ranged if you have the Gunslinger talent as well), after making any Half Action attack with one weapon, you may make a Standard Attack with the other weapon as part of the same Half Action. Both attacks carry a -20 penalty, for a total of -40 with your off-hand. (With the Ambidextrous talent, this penalty becomes -10 for both).

Crushing Blow

-

Crippling Strike, WS 50, Strength 50

Weapon Skill

Strength

Your melee attacks deal extra damage equal to WSB/2.

Killing Strike

-

Crippling Strike, WS 50, Strength 50

Weapon Skill

Strength

Heavy Attack. Expend a reaction to make a single Heavy Attack that cannot be parried or dodged.

Thunder Charge

-

Furious Charge, Takedown

Weapon Skill

Strength

When making a Charge attack, you may expect a reaction to make a free Unarmed attack against every opponent you can reach at your end location. After that, make an Opposed Strength test against all hit targets; on a success, they are knocked prone and take a level of fatigue. You then make your normal Charge attack after this.

When making an attack with a weapon with the Power or Natural Class, you may apply one of the following benefits before making the attack test. Note that some benefits may only benefit certain attack actions (eg. Charge, Heavy, Standard)

-

Battering Ram

-

-

-

When making a Heavy Attack, you may choose to sacrifice a reaction. In exchange, the attack gains +2 Penetration and the Cracker (SB/2) Quality.

-

Brute Force

-

-

-

When making a Charge, you may choose to take a -30 penalty to your attack test. In exchange, your attack gains the Brutal Charge (SB/2) Quality.

-

Monster Slayer

-

-

-

When making an attack, you may choose to take a -30 penalty to your attack test. In exchange, your attack gains the Felling (+4) Quality.

-

Onslaught

-

-

-

When making a Heavy Attack, you may choose to sacrifice a reaction. In exchange, so long as your attack dealt at least one point of damage, then all attacks against it gain the Felling (1) Quality until the start of your next turn.

Technique Specialist

Below

Combat Master, Lightning Attack, Assassin Step

Weapon Skill

Finesse

When making an attack with a weapon with the Technique or Natural Class, you may apply one of the following benefits before making the attack test. Note that some benefits may only benefit certain attack actions (eg. Charge, Heavy, Standard)

-

Frenetic Charge

When making a Charge, you may choose to sacrifice a reaction. In exchange, you may move through enemies as part of your charge; you do not trigger Attacks of Opportunity from this. At the end of your movement, make a single Standard Attack test (which does not benefit from Charge bonuses); on a success, you hit all enemies you moved through once. Roll damage only once for this hit. After this is done, you may make your regular Charge attack against your target.

-

Irresistable Force

When making a Charge, you may choose to sacrifice a reaction. In exchange, instead of the usual Charge attack you make a Flurry, with a +10 bonus instead of any modifiers you usually get from either a Charge or Flurry.

-

Serpent Strike

When making a Called Shot against a target that is dazed, stunned or helpless, you add your AB to total damage.

-

Touché

When making a Standard Attack or Called Shot against a target, so long as you scored 3 DoS or higher the attack may not be parried, and attempts to dodge it take a -30 penalty.

Defensive Talents

This permits use of the Guardian, Sacrifice and Sacrifice on Self actions.

Maneuver Mastery

-

Melee Training

Weapon Skill

Defense

When making the Maneuver action, you may reroll and take the preferred result.

Shield Bash

-

Melee Training

Weapon Skill

Defense

When wielding a shield, you receive a +10 bonus to the Knock Down, Maneuver and Stun actions.

Tier Two

Armour Master

-

Guardian

Toughness

Defense

The AP value of all armour, although not shields, currently equipped by you increases by 2.

Shield Specialist

-

Guardian

Toughness

Defense

When wielding a shield, you increase the shield's AP bonus by 1, and gain a +5 to parry tests.

Forceful Push

-

Maneuver Mastery

Weapon Skill

Defense

Maneuver now pushes an enemy 1+SB metres.

Halt Advance

-

Shield Bash

Weapon Skill

Defense

When using the Guard Mode action, enemies that move through an adjacent square without attacking you trigger a standard attack from you. On a successful hit that deals at least 1 point of damage, that enemy is forced to end its round adjacent to you.

Tier Three

Defiant Defender

-

Armour Master, Shield Specialist

Toughness

Defense

When using the Guard Mode action and are using a shield, you may, on a successful parry, choose to take instead any legal half action, including Counter-Attack. If you use the Knockdown or Takedown action, you take a +20 bonus to your test.

Immovable Object

-

Armour Master, Shield Specialist

Toughness

Defense

When using a shield, any attempts to shift or move you against your will (except from gravity) take a -30 penalty. If the attempt is an automatic success, you may test Toughness to negate the movement anyway.

Fated Deflection

-

Shield Specialist, Parry+30

Weapon Skill

Defense

When using a shield, you negate the first attack that hits and deals damage to you per combat. After this benefit has been expended, you may spend a Realisation Point to refresh the benefit.

Wall of Steel

-

Shield Specialist, Parry+30

Weapon Skill

Defense

Gain an extra Reaction once per round, that may be used only to Parry.

Ranged Talents

Name

Subname

Effect

Prerequisites

Aptitude 1

Aptitude 2

Tier One

Covering Fire

-

Ranged Training

Ballistic Skill

Offense

Any enemies subjected to suppressive fire from you, even if these enemies are immune to Pinning or Fear, take a -10 penalty to WS and BS so long as they are within the field of fire and Suppressive Fire is sustained.

CQC Gunplay

-

Ranged Training

Ballistic Skill

Offense

When making attacks with pistols in melee combat, you may treat them as though they were at Point Blank, gaining the +30 range bonus to hit.

Hip Shooter

-

Ranged Training

Ballistic Skill

Offense

You may move Full Move or Run and fire single shot with one Pistol or Carbine. However, you apply a -20 Penalty to BS if you are firing as part of a Run action; this penalty becomes -40 if used with Sprint.

Rapid Reload

-

Ranged Training

Ballistic Skill

Fieldcraft

Weapon reload times are reduced by a half action. Half Action reload times now become Free Action reload times.

Deadeye Shot

-

Ranged Training

Ballistic Skill

Finesse

You reduce the penalty to called shots and for shooting at long or extreme range by -10.

Tier Two

Barrage

-

Hip Shooter

Ballistic Skill

Offense

Once per round, you may reroll a Burst attack test made with a ranged weapon and take the preferred result. Furthermore, when firing a Burst Attack and/or two ranged weapons at once, you may allocate hits to enemies up to 10m apart instead of 2m.

Crack Shot

-

Deadeye Shot

Ballistic Skill

Offense

You deal +2 critical damage with ranged attacks.

Flush Out

-

Covering Fire

Ballistic Skill

Offense

When using the Suppressive Fire action, any enemies within your area of effect take a -10 penalty to evasion and to Pinning tests. Furthermore, enemies who are already pinned must take an immediate Pinning test. On a failure, they will spend their actions trying to move to different cover, preferably heading in a direction that cannot be affected by the Suppressive Fire.

Gun Care

-

Rapid Reload

Ballistic Skill

Fieldcraft

You take a +10 bonus to unjam tests. Furthermore, Unjam tests now count as Free Actions instead of Fulls.

Sharpshooter

-

Deadeye Shot

Ballistic Skill

Finesse

You reduce the penalty to called shots by -20. Once per Round, you may reroll a Standard or Called Shot attack test made with a ranged weapon and take the preferred result.

Tier Three

Gunslinger

-

CQC Gunplay, Barrage

Ballistic Skill

Offense

When armed with two ranged weapons (or melee/ranged if you have the Blade Dancer talent as well), after making any Half Action attack with one weapon, you may make a Standard Attack with the other weapon as part of the same Half Action. Both attacks carry a -20 penalty, for a total of -40 with your off-hand. (With the Ambidextrous talent, this penalty becomes -10 for both).

Mighty Shot

-

Ranged Training, BS 60

Ballistic Skill

Offense

Add BSB/2 to ranged weapon damage, rounding down.

Point Shooter

-

CQC Gunplay, BS 50

Ballistic Skill

Offense

You may fire Basic/Heavy weapons in melee. Heavy weapons have a -20 penalty, basic weapons have no penalty, and pistols count as having the Point Blank bonus.

You may spend Realisation before rolling BS to hit target. Instead of rolling, treat the attack as though you had rolled a 1 to hit. Furthermore, when you make a ranged attack benefiting from a Full Aim with an Accurate Weapon, you increase Accurate's proven Quality by +2, and gain the Vengeful (-1) Quality.

Target Selection

-

Sharpshooter, BS 50, Perception 50

Ballistic Skill

Finesse

You take no penalty for firing into melee combat.

Assault Specialist

Below

Barrage, Flush Out

Ballistic Skill

Offense

When making an attack with a weapon of the Assault class, you may apply one of the following benefits before making the attack test. Note that some benefits may only benefit certain attack actions (eg. Standard, Burst)

-

Concentrate Fire

-

-

-

When making a Burst attack or an attack with a Scatter-enabled weapon, you may choose to take a -30 penalty to your test. In exchange, select a single body part on your chosen target: any hits allocated toward thar target automatically hit your selected part.

-

Assault Drill

-

-

-

You gain +2 DoS on the attack.

-

Bulletstorm

-

-

-

When making a Burst attack or an attack with a Scatter-enabled weapon, you may choose to replace Burst and Scatter with the Spray Quality. However, you reduce your weapon range by one step, and use up twice the ammunition you normally would (ie. Twice that of semi auto or full, whichever is higher)

-

Extermination

-

-

-

When making an attack, you may choose to expend an extra round of ammunition to increase the damage dealt by a single hit by +2. If your attack deals multiple hits, you may apply this bonus to as many hits as you like, but each hit augmented in this manner uses up another round of ammo.

Manual Specialist

Below

Crack Shot, BS 50

Ballistic Skill

Offense

When making an attack with a weapon of the Manual Class, you may apply one of the following benefits before making the attack test. Note that some benefits may only benefit certain attack actions (eg. Standard, Burst)

-

Marker

-

-

-

When firing at an enemy, you may choose to mark that enemy. Until the start of your next turn, all attacks against that target may reroll and take the preferred result. Note that you do not need to have hit your foe for this talent to work. This talent does not stack with itself.

-

Dangerzone Combat

-

-

-

When making a Disengage action whilst armed with a Hand Weapon, you may choose to make a free Standard Attack with it.

-

Volley

-

-

-

When making a Standard or Called Shot attack, you may sacrifice a reaction to score a number of hits equal to your AB/2, which may be allocated to any enemy in range- if you did this as part of a Called Shot action, then you may dictate which location the extra hits strike as well. This ignores reload requirements (but using the same amount of stored ammo regardless).

-

Blinding Shot

-

-

-

When making a Called Shot to an enemy's head, you may sacrifice all damage. In exchange, on a hit the enemy must make an Agility test or be blinded until the start of your next turn.

-

Pinning Shot

-

-

-

When making a Called Shot to an enemy's leg, you may sacrifice all damage. In exchange, on a hit the enemy must make a Toughness test or take a -20 penalty to all Agility and Parry tests until the start of your next turn.

Precision Specialist

Below

Sharpshooter, BS 50

Ballistic Skill

Finesse

When making an attack with a weapon of the Precision Class, you may apply one of the following benefits before making the attack test. Note that some benefits may only benefit certain attack actions (eg. Standard, Burst)

-

Snap Shot

-

-

-

When making a Called Shot, you may treat it as being a Half Action instead of a Full Action (or a Reaction instead of a Half Action, if it is already a Half Action).

-

Sniper Terror

-

-

-

When making an attack against an enemy who treats you as being in stealth, they must make a test against Pinning, with a -5 penalty per 2 DoS.

-

Terminate

-

-

-

When making an attack that benefits from the Aim Action, you deal an extra point of damage per DoS, to a max equal to your BSB.

Personal Talents

Interpersonal Talents

Name

Subname

Effect

Prerequisites

Aptitude 1

Aptitude 2

Tier One

Beyond Reproach

-

Fellowship 40

Fellowship

Social

When interacting with others, you may spend a Realisation Point. Any negative modifiers to their disposition towards you due to your reputation, second-hand knowledge or the like is ignored for the rest of the encounter.

Eloquent

-

Charm, Inquiry, Deceive

Fellowship

Social

You may reroll Charm, Inquiry and Deceive tests and take the preferred result.

Mimic

-

Deceive

Fellowship

Social

Given about an hour of study, you may mimic the voice of another. It takes a -10 Opposed Scrutiny test, opposed by your Deceive, to figure out it's a faked voice (or +0 if you weren't able to converse with the person face-to-face). Of course, if the listener knows the appearance of the mimicked voice's owner, and it's clear to them that the user doesn't look like them, then the deception fails. In Social Conflicts, if you use this talent to mimic, mock and disparage the opponent, then the opponent loses 1d10 Willpower on a loss, not 1d5.

Unremarkable

-

-

Fellowship

Social

You're know how to seem forgettable, and blend into a crowd easily. Attempts to recall your face or spot you in a crowd take a -20 penalty, and you take a +20 bonus to Deceive tests to persuade someone that they've never seen you before. This talent doesn't work if you're particularly distinctive in relation to the crowd or are wearing unique or flashy items.

Veiled Threats

-

Charm, Intimidate

Fellowship

Social

You may use Fellowship in place of Strength when making Intimidate skill tests.

Cold-Hearted

-

Willpower 35

Fellowship

Resolution

Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers.

Disturbing Voice

-

Intimidate

Fellowship

Resolution

You count as having Fear (1) for the purpose of Intimidate tests and the "Terrify" use of the Command skill.

Tier Two

Networking

-

Charm+10, Inquiry+10

Fellowship

Social

At the start of each Campaign Turn, you may, for the duration of that turn, gain FB/2 ranks in the Peer trait, distributed as you like.

Polyglot

-

Three Linguist specialisations

Fellowship

Social

You may treat the Linguist skill as a Basic Skill, meaning you can make untrained skill tests in it. This gives you simple understanding of most languages, but you have to pass a Linguist skill test to achieve more than just the most basic exchange of information or ideas.

Master Orator

-

Charm+10, Intimidate+10

Fellowship

Social

You gain a +10 bonus to Fellowship and Fellowship skill tests against crowds; when using the Charm or Intimidate action, you may affect a number of people equal to 1,000 times your Fellowship Bonus.

Inspire Emotion

Below

Charm+20

Fellowship

Social

On purchasing this talent you gain access to the below effects. All effects may be combined with Air of Authority and Master Orator as appropriate.

-

Courage

-

-

-

Your rhetoric grants you a +20 to Interaction Tests when inspiring bravery in the face of fear- which grants them a +10 bonus against fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so.

-

Fear

-

-

-

Your rhetoric grants you a +20 to Interaction Tests when whipping up a person- or persons'- fears, granting them a -10 penalty versus fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so. Furthermore, it allows the Intimidation skill to, should your degrees of success exceed that of your target's Willpower Bonus, force them to take a fear test immediately.

-

Friendship

-

-

-

Your rhetoric grants you a +20 to Interaction Tests when inspiring cooperation or promoting mediation. This Talent doubles the upper limit of the number of individuals affected when doing so.

-

Wrath

-

-

-

Your rhetoric grants you +20 to Interaction Tests when inspiring hatred or anger. This Talent doubles the upper limit of the number of individuals affected when doing so.

Air of Authority

-

Command+20

Fellowship

Resolution

The 'Inspire' and 'Terrify' uses of the Command skill are now Half Actions. When using the Command action, you may issue commands to a number of people equal to 1,000 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve more degrees of success than their WPB.

Inspirational

-

Charm+10, Command+10

Fellowship

Resolution

All allies within 5 metres of you take a +10 to tests to resist Break, Fear, Pinning or Intimidation. Furthermore, when using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success.

Creative Lie

-

Deceive, Intelligence 40

Intelligence

Social

You may use Intelligence in place of Fellowship when making Deceive skill tests.

Force of Will

-

Command, Willpower 40

Willpower

Resolution

You may use Willpower in place of Fellowship when making Command skill tests.

Galvanising Presence

-

Command+20

Willpower

Resolution

When using the 'Terrify' special use of the Command skill, its affects apply to all nearby allies. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests.

Iron Discipline

-

Command+20

Willpower

Resolution

Your subordinates may reroll failed Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.

Tier Three

Charm Offensive

-

Charm+30

Fellowship

Social

Once per week, you may trigger Charm Offensive. For the next 3 rounds, you gain the Unnatural Fellowship trait, with you choosing a number up to Fellowship Bonus. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Fellowship you chose.

Into the Jaws of Hell

-

Command+30

Willpower

Resolution

Whenever you use the Inspire or Terrify special uses of the Command skill, all affected allies may reroll all tests to resist a status effect until the start of your next turn. Does not stack.

Mental Talents

Once per day, you may test Intelligence in place of another Characteristic for any test. Furthermore, you may spend 10 minutes in contemplation to add +10 to a single Intelligence test.

Combat Formation

-

Lore (Tactics)

Intelligence

Knowledge

You may swap your Initiative with one other ally at the start of combat. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative.

Scholar

-

Lore (Any three)

Intelligence

Knowledge

You gain +2 DoS on Lore tests, so long as you have access to at least a small pool of relevant research materials and the time to peruse them (usually an hour).

Blind Fighting

-

Perception 40

Perception

Fieldcraft

You take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.

Combat Sense

-

Perception 40

Perception

Fieldcraft

When ambushed or surprised, you may pass a free Perception test to act normally. You may roll your Perception Bonus instead of your Agility Bonus when making Initiative tests.

Heightened Senses

Sight, Sound, Smell+Taste, Touch

-

Perception

Fieldcraft

Select one of the sensory specialisations. You take a +10 to any tests specifically involving this sense. So a test to strain to see something in the distance would benefit from Heightened Senses (Sight), but a Ballistic Skill test would go unaffected because it uses more than just your eyes.

Sensory Persistence

-

Perception 40

Perception

Resolution

You take a +10 to tests made to resist Blindness and Deafness.

Frenzy

-

Willpower 40

Willpower

Resolution

Free Action. At the start of your next turn you Frenzy. You remain Frenzied for the duration of the combat.

Grounded Mind

-

Willpower 40

Willpower

Resolution

You take a +10 to tests made to resist Confusion and Fear. Whenever you fail a test to resist Confusion or Fear, you may reroll twice on the relevant result table and take the preferred result.

Jaded

-

-

Willpower

Resolution

You are unaffected by mundane horrors such as death, violence or the sight of blood.

Tier Two

Know your Enemy

-

Lore (Enemy's Arcana), Awareness+10

Perception

Knowledge

Select one enemy's body part and test Lore (Enemy Arcana)-40 as a Full Action. On a success, until the end of the battle, you ignore Called Shot penalties on that target. You may grant this bonus to an ally instead.

Light Sleeper

-

Combat Sense

Perception

Fieldcraft

You are always assumed to be awake for the purposes of being Surprised, making Awareness tests or waking up in a hurry, even when asleep.

Paranoia

-

Combat Sense

Perception

Fieldcraft

You gain a +2 bonus to Initiative tests, and you make automatic hidden awareness tests.

Battle Rage

-

Frenzy

Willpower

Resolution

You gain the ability to make Evasion actions whilst Frenzied.

Nerves of Steel

-

Jaded

Willpower

Resolution

Reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill.

Orthoproxy

-

Grounded Mind

Willpower

Resolution

You take a +10 bonus to resist Mind Control, Interrogation, Charm and Frenzy.

Unshakeable Faith

-

Grounded Mind

Willpower

Resolution

You may reroll failed Fear tests and take the preferred result.

Tier Three

Infused Knowledge

-

Scholar, Intelligence 50

Intelligence

Knowledge

You count as having all Lore skills at Rank 1 (Known), although if you wish to improve these skills you must still purchase them starting with Known as normal. You add a single Degree of Success to all Lore tests.

Just as Planned

-

Brilliance, Scholar, Intelligence 50

Intelligence

Knowledge

Reduce Brilliance's requirement time to 1 Full Action. Can spend a Realisation Point to retroactively take an action in the last ten minutes that would just now come into play.

Mental Alacrity

-

Intelligence 50

Intelligence

Knowledge

Once per day, you may trigger Mental Alacrity. For the next 3 rounds, you gain the Unnatural Intelligence trait, with you choosing a number up to Intelligence Bonus. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Intelligence you chose.

Total Recall

-

Intelligence 50

Intelligence

Knowledge

You automatically remember most facts, even down to minute details. This allows you to ask the GM for details about an event in which you took part, and gain a detailed account. Furthermore, you add 2 DoS to any successful Lore test.

Hyperactive Analysis

-

Know Your Enemy, Paranoia

Perception

Fieldcraft

Once per day, you may trigger Hyperactive Analysis. For the next 3 rounds, you gain the Unnatural Perception trait, with you choosing a number up to your Perception Bonus. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Perception you chose.

Look Out!

-

Paranoia, Light Sleeper

Perception

Fieldcraft

You may expend a reaction to grant an ally a +20 bonus to evasion tests until the start of your next turn.

Watchful

-

Paranoia, Light Sleeper

Perception

Fieldcraft

You gain a +20 bonus to tests to act normally when ambushed.

Fearless

-

Unshakeable Faith, Willpower 50

Willpower

Resolution

You gain the Fearless (+1) trait.

Impervious

-

Unshakeable Faith, Willpower 50

Willpower

Resolution

You reduce the duration of status effects by 1 round to a minimum of 1.

Shake it Off

-

Unshakeable Faith, Willpower 50

Willpower

Resolution

You may spend a Realisation Point to remove all Status Effects from you.

Spirit Guard

-

Orthoproxy, Unshakeable Faith

Willpower

Resolution

You gain a +10 bonus to resist Sealing and Mental Attacks.

Strong Minded

-

Unshakeable Faith, Willpower 50

Willpower

Resolution

You re-roll any failed Willpower tests to protect you against mental attack.

Unfailing Will

-

Willpower 50

Willpower

Resolution

Once per day, you may trigger Unfailing Will. For the next 3 rounds, you gain the Unnatural Willpower trait, with you choosing a number up to your Willpower Bonus. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Willpower you chose.

Physical Talents

Whenever you fall, you always land on your feet, and you may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit.

Leap Up

-

Agility 40

Agility

Finesse

You may stand or rise from Prone or Knocked Down as a Free Action.

Muffled Armament

-

Stealth+10

Agility

Finesse

You reduce the Stealth penalty for wearing armour with an AP higher than 6 to -10 instead of -30.

Bulging Biceps

-

Athletics

Strength

Offense

You may fire unbraced Heavy Weapons without the -30 unbraced penalty. Furthermore, you take a +20 Bonus when testing Athletics to increase your carrying capacity.

Pitcher

-

Athletics

Strength

Offense

Treat your strength as being double what it is for the purposes of the range of throwing objects.

Decadence

-

Carouse

Toughness

General

You may ignore up to your TB*2's worth of intoxicants a day.

Exertion

-

Athletics

Toughness

Defense

Your Fatigue Threshold is increased by 2.

Hardy

-

Toughness 40

Toughness

Defense

You always count as Lightly Wounded for the purposes of healing lost wounds. Furthermore, you may reroll toughness tests to resist Blood Loss's effects and take the preferred result.

Intestinal Fortitude

-

Toughness 40

Toughness

Defense

You take a +10 to tests to resist extreme environments (cold, heat, etc) as well as poison and gas.

Sound Constitution

TB

-

Toughness

General

Each time you purchase this talent, your maximum Wound count increases by two. You may purchase this talent a number of times equal to your natural TB.

Tier Two

Hard Target

-

Leap Up, Agility 50

Agility

Defense

Whenever you Charge or Run, ranged enemy attacks against you take a -20 Ballistic Skill penalty (for a total of -40 if you Ran). This lasts until the start of your next turn.

Lightning Reflexes

-

Leap Up, Agility 50

Agility

Fieldcraft

Whenever you roll for Initiative, you may roll twice and take the preferred result.

Rapid Reaction

-

Leap Up, Agility 50

Agility

Fieldcraft

Whenever you are ambushed or surprised, you may test Agility. On a success, you act normally.

Silent Hunter

-

Muffled Armament, Stealth+20

Agility

Finesse

When making an attack from a hidden position, you may may another Stealth test to baffle attempts to locate the source. On a success, you continue to treat your enemies as Surprised until you are located, but they gain a +20 bonus to Awareness tests until they do so. Your stealth tests may also be negatively modified depending on circumstanes such as your proximity to your enemy, if your enemy survived your initial attack, the noise of your attack or so on.

Sprint

-

Agility 50

Agility

Finesse

When making a Movement Action, you may increase your AB by AB/2 for the purposes of movement. You gain a level of Fatigue if you use this talent two turns in a row.

Swift Shadow

-

Muffled Armament, Stealth+20

Agility

Finesse

You do not take any penalties to Stealth due to running.

Elite Athlete

-

Exertion, Hardy

Strength

General

Using the Athletics skill becomes a Half Action. When Climbing or Swimming, you move at full speed, not half. Furthermore, when Climbing, you only fall on 3 degrees of failure or worse.

Iron Jaw

-

Hardy, Intestinal Fortitude

Toughness

Defense

You take a +10 bonus to resist fatigue, dazing or stunning. Furthermore, when you become Dazed or Stunned, you may test Toughness to shrug off the effect.

Shrug Off

-

Hardy, Intestinal Fortitude

Toughness

Defense

You reduce all Critical Damage taken by 1, to a minimum of 1.

Tier Three

Alacrity

-

Hard Target, Sprint

Agility

Defense

You may use your AB in place of your TB when reducing damage from incoming attacks.

Burst of Speed

Hard Target, Lightning Reflexes, Sprint

Agility

Finesse

Once per day, you may trigger Burst of Speed. For the next 3 rounds, you gain the Unnatural Agility trait, with you choosing a number up to your Fellowship Bonus, and ignore Difficult Terrain. Every time you purchase this Talent, X increases by 1. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Agility you chose.

Dark Execution

-

Silent Hunter, Swift Shadow

Agility

Offense

When attacking an enemy you treat as Surprised, you may spend a Realisation Point to apply the Brutal quality to your attack.

Pathfinder

-

Hard Target, Lightning Reflexes, Sprint, Agility 55

Agility

Fieldcraft

You may make a single free Half Move action once per round.

Preternatural Speed

-

Hard Target, Sprint, Agility 60

Agility

Offense

When making Charge attacks, the distance you move is based off your Run speed, not your Charge speed.

Stalking Predator

-

Silent Hunter, Swift Shadow

Agility

Finesse

Whenever you hit an enemy that you treat as Surprised, you deal extra damage to that target equal to your AB/2.

Step Aside

-

Hard Target, LIghtning Reflexes, Rapid Reaction

Agility

Defense

Gain an extra Reaction once per round, that may be used only to Dodge.

Feat of Strength

-

Elite Athlete, Strength 60

Strength

Offense

Once per day, you may trigger Feat of Strength. For the next 3 rounds, you gain the Unnatural Strength trait, with you choosing a number up to your Strength Bonus.. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Strength you chose. Every time you purchase this Talent, X increases by 1.

Extreme Endurance

-

Iron Jaw, Shrug Off, Toughness 60

Toughness

Defense

You may declare Extreme Endurance once per session. For a number of hours equal to your TB, you gain the Stuff of Nightmares trait, you roll Toughness tests with a +20 bonus, and may reroll every Toughness test and take the preferred result. So long as Extreme Endurance is active, when taking fatigue, you may test Toughness. On a success, you reduce the amount of Fatigue taken by 1.

Second Wind

-

Iron Jaw, Shrug Off, Toughness 60

Toughness

Defense

This ability triggers the first time during an encounter you take Critical Damage or you spend your last fate point, whichever comes first. On being triggered, you gain Unnatural Toughness (+1), a +10 to Toughness tests, and instantly heal 1d5+TB*2 wounds. Any status effects with a temporary duration less than one hour are removed. This ability can only trigger once per Campaign Turn.

True Grit

-

Iron Jaw, Shrug Off, Toughness 60

Toughness

Defense

Whenever you take Critical Damage, you may reduce the amount taken by your Toughness Bonus, to a minimum of 1.

Unstoppable

-

Iron Jaw, Shrug Off, Toughness 60

Toughness

Defense

Once per day, you may trigger Unstoppable. For the next 3 rounds, you gain the Unnatural Toughness trait, with you choosing a number up to your Toughness Bonus. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Toughness you chose.